Corydimbiddle shifts away, then kills a duergar with an expertly placed dagger, thereby granting some allies a boost (MW granted). The slaves stay where they are, although the one who picked up a brick makes a badly aimed throw at a duergar. The northernmost duergar shifts into the spot vacated by Corydimbiddle and guts Hadad for 9 damage.

Illumination: Bright except for shaded areas which are dark.Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastionsBarrels, Crates, Debris, Rubble, Woodpiles: difficult terrainChasm: The chasm is 300+ feet deep. Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.Fire: Creatures starting their turn in a fire take 1d8 fire damage. Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.

OOC: I thought about shield the last time Hadad was hit (I also don't know what Nathan set up and let you decide it for this encounter), but since you used mystical debris as his level 2 utility already, shield could not have been readied. Oh, and if you're worried about OA's against Hadad I think his staff expertise feat prevents those with ranged attacks.

Illumination: Bright except for shaded areas which are dark.Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastionsBarrels, Crates, Debris, Rubble, Woodpiles: difficult terrainChasm: The chasm is 300+ feet deep. Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.Fire: Creatures starting their turn in a fire take 1d8 fire damage. Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.

Edeya makes room for Hadad, whirls around, and fires beautifully between two crescents of flame just as they part. Her arrow strikes one duergar assaulting Azad right between the shoulder blades, hampering its ability to fight.

OOC: Jon, I still haven't heard from Nathan, so place take his turn for Hadad still. Green fluffy things are mystical debris (=difficult terrain).

Illumination: Bright except for shaded areas which are dark.Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastionsBarrels, Crates, Debris, Rubble, Woodpiles: difficult terrainChasm: The chasm is 300+ feet deep. Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.Fire: Creatures starting their turn in a fire take 1d8 fire damage. Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.

Illumination: Bright except for shaded areas which are dark.Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastionsBarrels, Crates, Debris, Rubble, Woodpiles: difficult terrainChasm: The chasm is 300+ feet deep. Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.Fire: Creatures starting their turn in a fire take 1d8 fire damage. Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.

Illumination: Bright except for shaded areas which are dark.Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastionsBarrels, Crates, Debris, Rubble, Woodpiles: difficult terrainChasm: The chasm is 300+ feet deep. Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.Fire: Creatures starting their turn in a fire take 1d8 fire damage. Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.

Imperious Majesty (Feat): You can use Charisma instead of Dexterity to determine your initiative modifier. When you hit a creature that has not yet acted in an encounter with an attack, it takes a penalty to attack rolls against you equal to your Charisma modifier until the end of your next turn.

Powers

-Battlemind's Demand 0 / 1

-Blurred Step

-Divine Challenge

-Enfeebling Strike

-Momentum Swing 0 / 1 / 2

-Hold Fast

-Paladin's Wrath

-Psionic Vigor

-Second Wind

-Speed of Thought

-Valorous Smite

-Empathic Feedback

-Frost of Letherna

Items

-Vigilant Blade Longsword +1 - Power (At-Will): Minor Action. The weapon casts bright light out to 4 squares until you end this effect as a minor action.

-Vigilant Blade Longsword +1 - Power (Encounter): Immediate Reaction. Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you. Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.

-Heartening Drakescale Armor +2 - Gain a saving throw bonus against fear effects equal to the armorís enhancement bonus. When you use your second wind, you gain temporary hit points equal to three times the armorís enhancement bonus.

-Amulet of Life +1 - Power (Encounter, Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.

-Floating Heavy Shield - You do not sink beneath the surface of any liquid (unless you choose to do so). Also, gain a +3 item bonus to Athletics checks to swim, and to Endurance checks to swim for an hour or more. Also, you can swim at your speed on the surface of the water (but not underwater).

Azad can't get past the duergar's armor but she easily stomps out some flames. The duerger in turn can't hit Azad and decides to become invisible before carefully moving away. Grunt is too nervous to open the door and flee from the barracks.

Illumination: Bright except for shaded areas which are dark.Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastionsBarrels, Crates, Debris, Rubble, Woodpiles: difficult terrainChasm: The chasm is 300+ feet deep. Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.Fire: Creatures starting their turn in a fire take 1d8 fire damage. Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.

Corydimbiddle strikes true with his flung magic dagger, giving his allies a bonus (MW granted). He then puts out two nearby fires, shouting out a plea to the others. The human slaves panic and make a run for the nearest door they can see. The duergar that Corydimibiddle hit grins in triumph, deciding that he can hold the door and let the flames take over. He moves closer, swings at the gnome, but misses.

Illumination: Bright except for shaded areas which are dark.Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastionsBarrels, Crates, Debris, Rubble, Woodpiles: difficult terrainChasm: The chasm is 300+ feet deep. Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.Fire: Creatures starting their turn in a fire take 1d8 fire damage. Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.

Edeya stomps out some fires and then nocks an arrow. Focusing on the elemental spirits, she channels frost into her arrow and shots through the flames. The cold arrow flickers as if alive, frost spreading out and extinguishing more than expected (two fire squares extinguished by the arrow).

Illumination: Bright except for shaded areas which are dark.Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastionsBarrels, Crates, Debris, Rubble, Woodpiles: difficult terrainChasm: The chasm is 300+ feet deep. Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.Fire: Creatures starting their turn in a fire take 1d8 fire damage. Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.

Minor: Athletics to stomp fire at O12 1d20+11+1=15Minor: Mystical debris, snuffing out fire at K12Standard: Enlarged freezing burst at L15, putting out all the fire in burst 2. If purple is in there, 1d20+9+1=18, 1d6+10=12 Hits REF 18 for 11 (lower the die to 1 with enlarged) cold damage. No OA with staff expertise.

As Edeya before him, Hadad dances around to stomp out some flames. Frowning at the inefficiency he conjures some mystical thingy-majiggys to smother some other flames. Still dissatisfied with the results, he reaches within the magic coursing through his veins to send forth a veritable blizzard of frosty and mist. Seconds later the life-threatening inferno is reduced to the one corner of the dining hall remaining ablaze.

OOC: Wow, so much for the inferno. Nice teamwork between the three of you. I like the use of mystical debris. Green fluffy things are mystical debris (=difficult terrain).

Illumination: Bright except for shaded areas which are dark.Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastionsBarrels, Crates, Debris, Rubble, Woodpiles: difficult terrainChasm: The chasm is 300+ feet deep. Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.Fire: Creatures starting their turn in a fire take 1d8 fire damage. Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.

Demuriath tries to ensnare a duergar with shadow magic, but he confuses all the smoke with shadows and can't overwhelm the foe. He instead cartwheels and flips around some to quench the nearby flames before teleporting next to his sister.

The fire spreads into the kitchen and surrounds the entire corner of the dining hall now, including the fruidjuicinator that is scorched for 7 damage.

Illumination: Bright except for shaded areas which are dark.Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastionsBarrels, Crates, Debris, Rubble, Woodpiles: difficult terrainChasm: The chasm is 300+ feet deep. Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.Fire: Creatures starting their turn in a fire take 1d8 fire damage. Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.

Imperious Majesty (Feat): You can use Charisma instead of Dexterity to determine your initiative modifier. When you hit a creature that has not yet acted in an encounter with an attack, it takes a penalty to attack rolls against you equal to your Charisma modifier until the end of your next turn.

Powers

-Battlemind's Demand 0 / 1

-Blurred Step

-Divine Challenge

-Enfeebling Strike

-Momentum Swing 0 / 1 / 2

-Hold Fast

-Paladin's Wrath

-Psionic Vigor

-Second Wind

-Speed of Thought

-Valorous Smite

-Empathic Feedback

-Frost of Letherna

Items

-Vigilant Blade Longsword +1 - Power (At-Will): Minor Action. The weapon casts bright light out to 4 squares until you end this effect as a minor action.

-Vigilant Blade Longsword +1 - Power (Encounter): Immediate Reaction. Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you. Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.

-Heartening Drakescale Armor +2 - Gain a saving throw bonus against fear effects equal to the armorís enhancement bonus. When you use your second wind, you gain temporary hit points equal to three times the armorís enhancement bonus.

-Amulet of Life +1 - Power (Encounter, Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.

-Floating Heavy Shield - You do not sink beneath the surface of any liquid (unless you choose to do so). Also, gain a +3 item bonus to Athletics checks to swim, and to Endurance checks to swim for an hour or more. Also, you can swim at your speed on the surface of the water (but not underwater).

Azad joins his companions and slams into the duergar with her vigilant longsword. A crossbow bolt appears out of thin air (at K20), hitting Demuriath in the back for 15 damage (10 after thp). The duergar that shot it becomes visible and moves to the western exit through which the human slaves fled.

Grunt opens the barracks door again and steps out cautiously to look around.

Illumination: Bright except for shaded areas which are dark.Ceiling: 15 feet high inside the bastions, 100+ feet high outside the bastionsBarrels, Crates, Debris, Rubble, Woodpiles: difficult terrainChasm: The chasm is 300+ feet deep. Doors: All interior doors are closed, but unlocked and made of wood with metal bands. PC's can't see what's on the other side of closed doors until opened, even though I've made the map visible for ease. Opened doors will be noted with green dots.Fire: Creatures starting their turn in a fire take 1d8 fire damage. Tables: Small creatures can gain cover by moving under them. Standard action to tip them over and get cover on either side, or superior cover if prone.